M1 回合制战斗架构收敛与 1v1 攻击闭环:BattleRuntime 内核、组件唯一入口、UI 数据驱动与 EditMode 测试

- 删除中间契约(BattleStartRequest/BattlePlayerInput/BattleReturnPlan/桥接与策略接口/FlowState),收敛为 BattleViewState/BattleStep/一层 BattleEvent
- 新增内部 BattleRuntime/BattleUnit/BattleStatus 共享上下文;TurnBattleComponent 成为唯一外部入口,吸收启动/暂停/回写职责
- 内核支持 1v1 攻击闭环:效果公式、HP/MP 钳制、阵亡、Victory/TotalDefeat、敌人随机决策;敌人行动间歇 0.6s 由组件协程编排并经 StepListener 推送
- UI:玩家卡片/敌人槽/回合槽按战局重建,图标配置驱动(含新增 EnemyConfig.Icon),每轮刷新一次 TurnSlots 且轮内只移动高亮
- 新增 Tests 程序集 + InternalsVisibleTo,25 个 BattleRuntime 纯逻辑用例全部通过
This commit is contained in:
huangjun
2026-09-02 08:42:04 +08:00
parent 8413c2688b
commit 7dcac0ac87
65 changed files with 3067 additions and 1225 deletions
@@ -1,6 +1,11 @@
using Cysharp.Threading.Tasks;
using SepCore.AsyncTask;
using SepCore.Battle;
using SepCore.Definition;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace SepCore.UI
{
@@ -14,24 +19,74 @@ namespace SepCore.UI
[SerializeField] private TextMeshProUGUI enemyName;
[SerializeField] private TextMeshProUGUI hpText;
public Button TargetButton => targetButton;
public GameObject SelectedMarker => selectedMarker;
public Image Icon => icon;
public Image HpFill => hpFill;
public TextMeshProUGUI EnemyName => enemyName;
public TextMeshProUGUI HpText => hpText;
private int _iconVersion;
#if UNITY_EDITOR
public void ConfigureEditor(Button button, GameObject marker, Image iconImage, Image hpFillImage,
TextMeshProUGUI nameLabel, TextMeshProUGUI hpLabel)
/// <summary>
/// 用战斗单位视图填充敌人槽:名称、HP 数值与血条、配置图标和当前行动者标记。
/// 阵亡或已逃跑目标不可选。
/// </summary>
public void SetEnemy(BattleUnitView unit, bool isCurrentActor)
{
targetButton = button;
selectedMarker = marker;
icon = iconImage;
hpFill = hpFillImage;
enemyName = nameLabel;
hpText = hpLabel;
if (unit == null)
{
return;
}
if (enemyName != null)
{
enemyName.text = BattleUnitViewHelper.GetDisplayName(unit);
}
if (hpText != null)
{
hpText.text = unit.CurrentHp + " / " + unit.MaxHp;
}
SetBar(hpFill, unit.CurrentHp, unit.MaxHp);
if (selectedMarker != null)
{
selectedMarker.SetActive(isCurrentActor);
}
if (targetButton != null)
{
targetButton.interactable = !unit.IsDefeated && !unit.IsEscaped;
}
_iconVersion++;
ShowIconAsync(BattleUnitViewHelper.GetEnemyIconConfig(unit.ConfigId), _iconVersion).Forget();
}
/// <summary>
/// 异步加载敌人图标;iconVersion 用于防止复用格子时旧加载结果覆盖新内容。
/// </summary>
private async UniTaskVoid ShowIconAsync(SpriteConfig iconConfig, int iconVersion)
{
if (iconConfig == null || icon == null)
{
return;
}
Sprite sprite = await SpriteLoader.LoadSpriteAsync(iconConfig);
if (sprite == null || _iconVersion != iconVersion)
{
return;
}
icon.sprite = sprite;
icon.gameObject.SetActive(true);
}
private static void SetBar(Image fill, int current, int max)
{
if (fill == null)
{
return;
}
float ratio = max > 0 ? Mathf.Clamp01((float)current / max) : 0f;
fill.rectTransform.anchorMax = new Vector2(ratio, 1f);
}
#endif
}
}
}